Drunk On Nectar - A Nature Sandbox Game

Finally, the Spider AI video is here! It uses a new custom navigation system I wrote for pathfinding on foliage and past 90 degrees.

I’m now working on main menus, UI, SFX and BGM. It’s nice to take a break from coding :slight_smile:


@todeshund I’m sorry I didn’t see your post until now! The forum mail notification system appears to be totally broken these days, or at least it doesn’t work for me. Perhaps tagging users is in the only way of making sure someone is notified now.

Anyway, the system is written in C++ so apart from the screenshots I’ve posted in previous posts there isn’t a quick way of showing the entire thing. However the visual part is very simple, you should be able to do it in Blueprints easily. Here’s the high-level process: I divide a plant into individual flora elements (shoot, leaf, flower bud, seed pod, etc) and just use morph targets for animating a flora from its germinated state to its state of maturity. I hold everything together by keeping track of what their relative transforms should be and whether one flora is taking a ride on another (eg: a leaf rides the shoot until a certain growth stage is reached). On top of this I use a custom event scheduler for managing lifecycle events (eg: blooming of flowers, popping of seeds from seed pods, growth of new shoots from existing shoots, etc).

In previous posts I’ve gone into deeper detail on this with some screenshots, let me know if there’s any further questions you have.